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Dynamic Distant Objects LOD - DynDOLOD

 

Finally I can see my house from here

 

You know the price for my mods: blood, sweat and tears. Oh, and your first born.

If you want to help other authors of quality mods then donate to them directly.


For latest information and instructions see the DynDOLOD 2.18 UPDATE POST


What is this?

DynDOLOD is a set of tools based on TES5Edit and TES5LODGen to automatically create a Skyrim mod based on the load order which adds distant LOD for objects to Skyrim. By combining DynDOLOD with TES5LODGen users can create drastically enhanced traditional static LOD plus tree LOD and the new, optional dynamic distant object LOD in a few 'simple' steps.

DynDOLOD is meant for enthusiast modders who are familiar with using TES5Edit. Enthusiast modders have a general knowledge of computers, folders and files, especially Skyrims 'Data' folders and how to install mods safely with a manager or manually.

To fully expand the visual experience and use the additional features offered by TES5LODGen the DynDOLOD package comes with over 1000 new or updated LOD models for objects that were badly missing from the original game like the Skyhaven Temple or landscape features like roads, smaller rocks and dirt cliffs that simply make the distant landscape look much more natural and alive.


What does it do?

It makes Skyrim look like this

59721-1-1427159829.jpg59721-2-1427159829.jpg59721-1-1427289504.jpg59721-4-1427159830.jpg

59721-1-1427419467.jpg59721-2-1427419467.jpg59721-3-1427419468.jpg59721-4-1427419468.jpg

59721-1-1427465578.jpg59721-2-1427465579.jpg59721-3-1427465579.jpg59721-4-1427465579.jpg

59721-1-1427470182.jpg59721-2-1427470183.jpg59721-3-1427470183.jpg59721-4-1427470183.jpg

59721-1-1427470235.jpg59721-2-1427470235.jpg59721-3-1427470235.jpg59721-4-1427470236.jpg

 


Requirements

SKSE

PapyrusUtil 2.8 or higher

DynDOLOD Resources - Make sure to use DynDOLOD Resources version only with matching or higher DynDOLOD Standalone versions but never with older versions.

Vanilla Skyrim LOD Billboards from TES5LODGen or Indistinguishable Vanilla Tree Billboards. If using tree mods that do not include billboards, check TES5LODGen for ready-to-use tree LOD billboards for some tree mods. For STEP users all billboards are included in STEP Texture Compilation.


Download

Download standalone and resources from Nexus or use Mega links from the update post

There are quickstart instruction in the main folder. Also check the folder called 'docs' for additional information. See the update post for latest installation information and guides.

CC BY-NC-SA

=======================================================================

Updating DynDOLOD

=======================================================================

Read the update posts for each new version for version specific information and update instructions.

Also read the manual how to update an existing save game, watch the video or check DynDOLOD SkyUI MCM.

[spoiler=DynDOLOD-Changelog.txt]

=======================================================================

DynDOLOD - Dynamic Distant Objects LOD - Sheson

=======================================================================

  Reveal hidden contents

 

 

 

Credits

 

TES5Edit Team in general

 

Ehamloptiran and Zilav for TES5LODGen and LODGen for trees

 

Bethesda for the game, models and textures

 

NifTools

 

DynDOLOD includes LOD assets based on models and/or textures from:


 

Holy Cow I fixed Skyrim - Sheson

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Recommended Posts

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Posted

I guess your SKSE.ini looks something like this:

 

  Quote

 

[...]

[Memory]
DefaultHeapInitialAllocMB=512
ScrapHeapSizeMB=256
[...]

Try 768 instead of 512. I have many mods installed and my ini has 1024 instead of 512 and now I don't have any ILS issues anymore.

  • 0
Posted (edited)
  On 2/6/2016 at 6:17 AM, archer said:

I guess your SKSE.ini looks something like this:

 

Try 768 instead of 512. I have many mods installed and my ini has 1024 instead of 512 and now I don't have any ILS issues anymore.

You got it.  I actually coincidentally just figured that one like 5 minutes before you posted it.   My skse ini was overwritten at some point and it wasnt updated.  Hopefully smooth sailing from here.  Thank you.  

 

Edit: And now it is crashing again. shesh and it didnt even reach 768. smh

Edited by BahamutZ
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Posted
  On 2/6/2016 at 2:22 AM, BahamutZ said:

logging of blocks enabled

logging max values only

Timer disabled

Block1 Block2

256MB 256MB

85 8

85 8

...

256 139

256 140

 

 

 

coc'd from Main menu to Whiterun where I get an infinite loading screen and had Ctrlaltdelete out. Same thing happened with Kynesgrove.  Disabling the .esp had no effect.

As already figured out, ILS because heap memory is full.

 

  On 2/6/2016 at 6:35 AM, BahamutZ said:

You got it.  I actually coincidentally just figured that one like 5 minutes before you posted it.   My skse ini was overwritten at some point and it wasnt updated.  Hopefully smooth sailing from here.  Thank you.  

 

Edit: And now it is crashing again. shesh and it didnt even reach 768. smh

The question is where and when does it CTD.

  • 0
Posted

I've searched the topic regarding the concern I have and it would seem that the High Res Texture packs are needed for this to work properly, there is no way around this, I'm guessing that the HR:DLC is mandatory to achieve the perfect balance of lod, but since I haven't physically used the HR:DLC in forever I was wondering if there is a workaround or if I would indeed have to redownload the HR:DLC, I'm fine with redownloading them if having them downloaded and active facilitates the creation of lod better through this program.

 

I might have missed the information or not read a post properly but watching the Gamerpoets video he suggested they would be required so I thought I would seek advice on the matter.

  • 0
Posted

How can a hi-res texture of its lo-res version be mandantory? The only thing what can happen is that the texture itself ingame doesn't look 100% correct.

 

But you can generate LOD textures via DynDOLOD based on the textures you've currently installed.

  • 0
Posted (edited)
  On 2/6/2016 at 11:43 AM, Rebel47 said:

I've searched the topic regarding the concern I have and it would seem that the High Res Texture packs are needed for this to work properly, there is no way around this, I'm guessing that the HR:DLC is mandatory to achieve the perfect balance of lod, but since I haven't physically used the HR:DLC in forever I was wondering if there is a workaround or if I would indeed have to redownload the HR:DLC, I'm fine with redownloading them if having them downloaded and active facilitates the creation of lod better through this program.

 

I might have missed the information or not read a post properly but watching the Gamerpoets video he suggested they would be required so I thought I would seek advice on the matter.

The current requirements are plainly listed under "Requirements" or "Required" on the description page or in the included documents. If something is not listed under requirements it is not required.

Edited by sheson
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Posted
  On 2/6/2016 at 11:59 AM, archer said:

How can a hi-res texture of its lo-res version be mandantory? The only thing what can happen is that the texture itself ingame doesn't look 100% correct.

 

But you can generate LOD textures via DynDOLOD based on the textures you've currently installed.

Thanks archer, I did think this was the case but I usually like to be 1000% sure before I make any attempts when it comes to Skyrim.

 

  On 2/6/2016 at 12:22 PM, sheson said:

The current requirements are plainly listed under "Requirements" or "Required" on the description page or in the included documents. If something is not listed under requirements it is not required.

Thankyou Sheson, I hope I didn't come across as dense, but I find where Skyrim is concerned it's always best to be certain of every possible avenue before making any changes.

 

I appreciate both your replies and will start compiling my mod list for use with Dyndolod! ::D:

  • 0
Posted (edited)

Without doing the Trees.Ultra option for not drawing any Tree LOD, is there anything comparable I can do, such as changing my Rules for "tree" in the advanced options to be something like LOD4- Full Model, LOD8- Full Model, LOD16- LOD 8 Model -- Near Full -- Unchanged?

 

Basically trying to get the Full Model to appear pretty much completely in Dyn's NearGrid area, and beyond that to draw LOD, once it's far enough away to really ever notice a Model change. That's what I've been trying to do, but I think I'm never able to get the custom Rule setup correctly.

Edited by Gunkin
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Posted (edited)

So as I mentioned above, I did change the SKSE file as suggested.

 

  On 2/6/2016 at 9:55 AM, sheson said:
The question is where and when does it CTD.

CTDs when trying to load new game or any save.

 

My current state is that I can load a save game and start a new game when I disable DynDOLOD.esp.  f I activate it again, CTD again. 

 

[spoiler=Package Structure of world install (if this helps at all)]Package Structure:

  Reveal hidden contents


 

  On 2/6/2016 at 11:03 AM, archer said:

Does it happen when you leave an interior cell to an exterior cell and/ or when you load a game into an exterior cell?

 

Then have a look here (bug report section, my posting "Files not being copied")

See above. I checked your link.  I have the 3 meshes in the right folder.  Looks like author the issue in the files.

Edited by BahamutZ
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Posted (edited)

Also although maybe not the problem, from the intial install of DynDOLOD meshes and textures,  I have 4,260 files, 4,131 matched, 129 overwritten by the texture process of DynDOLOD

 

I am going to test this SafetyLoad plugin to see if I can get any good results.  Stay tuned...

Edited by BahamutZ
  • 0
Posted (edited)
  On 2/6/2016 at 6:58 PM, Gunkin said:

Without doing the Trees.Ultra option for not drawing any Tree LOD, is there anything comparable I can do, such as changing my Rules for "tree" in the advanced options to be something like LOD4- Full Model, LOD8- Full Model, LOD16- LOD 8 Model -- Near Full -- Unchanged?

 

Basically trying to get the Full Model to appear pretty much completely in Dyn's NearGrid area, and beyond that to draw LOD, once it's far enough away to really ever notice a Model change. That's what I've been trying to do, but I think I'm never able to get the custom Rule setup correctly.

The LOD4, LOD8 and LOD16 columns define static LOD. So if you do not want static LOD trees in LOD4 you need to leave that column empty. If at the same time something is set in GRID (near or far, full if using a tree mod or it will use the special hybrid for vanilla trees) and Reference (Unchanged) columns it will do dynamic LOD. Again I advise against it. It will be very performance intensive, use a lot of memory and is very taxing on papyrus.

 

  On 2/6/2016 at 7:24 PM, BahamutZ said:

So as I mentioned above, I did change the SKSE file as suggested.

 

CTDs when trying to load new game or any save.

 

My current state is that I can load a save game and start a new game when I disable DynDOLOD.esp.  f I activate it again, CTD again.

 

You also have all the meshes/textures from the DynDOLOD download archive data folder active?

 

Can you give a timeline? It starts loading and then shows the load screen and after a while it crashes? Do you already hear the world sounds but never see the picture, e.g. it CTD while trying to fade in?

Or does it CTD like a second or two after it showed the world already?

 

Verify that it doesn't CTD if ONLY the esp is disabled, leaving the LOD meshes/textures/SKSE folders active, e.g static and tree LOD should always be fine.

See if CTDs with the esp active but without SKSE folder (the json files) - just rename it. I want to see if it is certain data only the esp refers to.

Edited by sheson
  • 0
Posted (edited)
  On 2/6/2016 at 8:54 PM, sheson said:

You also have all the meshes/textures from the DynDOLOD download archive data folder active?

 

Can you give a timeline? It starts loading and then shows the load screen and after a while it crashes? Do you already hear the world sounds but never see the picture, e.g. it CTD while trying to fade in?

Or does it CTD like a second or two after it showed the world already?

 

Verify that it doesn't CTD if ONLY the esp is disabled, leaving the LOD meshes/textures/SKSE folders active, e.g static and tree LOD should always be fine.

See if CTDs with the esp active but without SKSE folder (the json files) - just rename it. I want to see if it is certain data only the esp refers to.

Yeah as loose files. 

 

I click New Game, it goes to the loading screen and after 1-1:30 minutes, I hear sound for a split second, no picture and it CTDs.  The next attempt I do the same, but hear no sound at all.  The 3rd attempt, no sound again, 4th attempt had sound for a split second, 5th attempt heard sound again for split second,  6th attempt, no sound. MemBlockLog ends at 472/157. 7th attempt- I closed Wrye Bash, restarted it, new game loads with no CTD.   Interesting.  8th attempt - load again.  9th attempt-restart wyre bash and it CTDs with split second sound again.      As i mentioned before, and indicated here, there have been some rare times where it did load properly, but the following attempt it won't.  If I do get in the game, it does not crash for as long as I played.     

 

I renamed the SKSE Dyn folder, and it loads fine and I get the can't find master... as you'd expect.

 

This is looking more and more to be on my computer side maybe?  When I actually start playing for real and encounter some other issue, I'll seek some further advice I suppose.

 

Thank you for the continued assistance.

Edited by BahamutZ
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Posted

welp ready to give this puppy a try, and do away with my years long romance w/ ugrids 7. but is it okay to switch back to default ugrids 5 in the middle of a playthrough? i'm like half done

  • 0
Posted (edited)
  On 2/7/2016 at 9:05 AM, Mookeylama said:

welp ready to give this puppy a try, and do away with my years long romance w/ ugrids 7. but is it okay to switch back to default ugrids 5 in the middle of a playthrough? i'm like half done

You cannot reducde your Ugrids mid game as they are baked in to your save game and any loading of a game with settings lower than what your currently using will result in crashes/errors, UGridsToLoad did circumvent this but it also had a memory leak issue that was never fixed, if my memory serves me correctly

Edited by Rebel47
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